I tried merging enemies x3 and x8 with class system but they don't work anymore after merging. Class system works after merging. However all of these mods work if they aren't merged. The merger also has a red ! at monster x3/x8 and a hint that merging will probably fail.
The red "!" is nothing to worry about. Just click the "!" and Hogwarts Mod Merger ("HMM") will fix it.
But you cannot merge x3 with x8. They do very similar things and make similar changes to the SQL database. Attempting to merge them will confuse HMM and have unpredictable results. Choose either x3 or x8 but not both. Whichever one you choose should merge with Class System just fine, but let me know if you have any more problems.
Guess i expressed myself unclear. I meant that i merged x8 with class system in one try and x3 with class on a different one. In both cases class system worked but not x3/x8.
this doesnt work with 'spells enhanced' when i put them in the mod merger it says this is outdated? but it works if i remove spells enhanced. am i doing something wrong? i love this mod.
Yeah I need to get around to updating it. But you can still merge it with "Spells Enhanced". When you get the warning about mine/them being outdated just click the red "!". That will fix mine/them. Merge them as normal from then on. When you're done, remove both my mod and "Spells Enhanced" from your ~mods folder and replace them with the zMergedMods.pak file that Mod Merger created. Simple. 😁
If one or both still don't work run my ModMerger Checker to see if you have any other mods that need merging.
Yeah I think that crash is a memory issue. I have 32GB RAM and 12GB VRAM but when I was developing this mod I had to cap the enemy group size at 24. Anything higher than that would burn through all my memory and sometimes crash the game. If you encounter two large groups near to each other I'd advise against engaging both at the same time unless you have a lot more memory in your rig than I do! 😁
Ah. I didn't think of that. It was just intended for those who had installed it. It didn't occur to me that those who hadn't installed it would assume that the appearance of a banner implied that they had. Fortunately, I was already in two minds about them, and decided to get rid of the banners yesterday morning. The banners were not meant to be funny or trick people into downloading my mods. They were intended as a public service. But you're right - they might have been misconstrued by some. Apologies to anyone who downloaded one of my mods for that reason!
No worries. Yeah we're all good. I'm glad you told me actually. If I'm doing something unintentionally stupid I'd rather know than be clueless that it makes me look like an idiot.
Unfortunately diversified groups of enemies can't be spawned via changes to the SQL database. It would require a blueprint mod to achieve that, which is beyond my current level of expertise. If anyone wants to tell me how to do it I'll happily give it a shot! 😎
Actually, your post got me thinking... and I may have figured out a way. [You'd imagine it would be simple, but the SQL database doesn't contain all the information required to control what spawns where, so there's a lot of trial-and-error required to figure out a) what the game is doing behind the scenes, and b) whether what's in the database is enough to achieve a particular goal.] Sadly I have house guests right now but I'll give it a go once they've departed (towards the end of the coming week),
Okay, it took quite a bit of work (553 extra lines of SQL, each individually verified to be unique) but I managed to find a way. Check out v2.0.0! Enemy groups are now more diverse (typically containing at least 4 types of enemy per group). 😎
Well that didn't last long! Please update to version 2.1.0 ASAP. The patch released by WB Games yesterday made lots of changes to the SQL database, which I have incorporated into v2.1.0. Previous versions of this mod should no longer be used. They may cause the game to crash!
UPDATE: As of 07 May 2023 Mod Merger has been updated to reflect the changes made by the patch so you can now merge v2.1.0 with other SQL mods! Happy days!
On 04 May 2023 WB Games released an official patch which made lots of changes to the game's SQL database. I have incorporated these into v2.1.0 of this mod, and (as of 07 May 2023) Mod Merger has been updated to reflect the changes made by the patch so you can now merge v2.1.0 with other SQL mods! Happy days! If this is the only SQL mod that you use, please update to version 2.1.0. If you use Mod Merger to merge this mod with other SQL mods then you don't need to update it, but you must update Mod Merger to v0.12 and re-merge your mods to incorporate the 04 May 2023 changes.
25 comments
But you cannot merge x3 with x8. They do very similar things and make similar changes to the SQL database. Attempting to merge them will confuse HMM and have unpredictable results. Choose either x3 or x8 but not both. Whichever one you choose should merge with Class System just fine, but let me know if you have any more problems.
Now it works, checked with enemies x3 and quest from class system being active on my most recent save. Thanks for your help!
If one or both still don't work run my ModMerger Checker to see if you have any other mods that need merging.
Cringe.
Its not funny and is more annoying than anything.
Hope we're all good 👍
It will be cool though if the random spawn can be diversified more than just same exact enemies x8
Unfortunately diversified groups of enemies can't be spawned via changes to the SQL database. It would require a blueprint mod to achieve that, which is beyond my current level of expertise. If anyone wants to tell me how to do it I'll happily give it a shot! 😎